Zeno's Fan Build 120 (The polish and gubbins patch!)
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:02 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
Huh. I just never heard the term before. And apparently it is indeed a real word, so bully for you!ThatZenoGuy wrote: ↑Sat Aug 17, 2024 12:06 amMiscellaneous items!
Particularly stuff from earlier builds of the game, or just general detailing that gives the game a bit of extra spice. For example the operation's centre maybe having a reception desk.
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Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:02 am, edited 1 time in total.
Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
LOL, it's a funny word, I like it. Better than flabbergasted or welp, those are pretty much my trigger words.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:02 am, edited 1 time in total.
Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
Don't test meThatZenoGuy wrote: ↑Sat Aug 17, 2024 6:48 amWelp, I am flabbergasted that you find the word gubbins funny. ;D
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:03 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:04 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
It took me ages to place the monorail physics boxes as well, specially as the monorail parts are not straight so it is very un-even. I do plan on redoing the models at the end of JR at some point in order to have good physics boxes.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:04 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:04 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:05 am, edited 1 time in total.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
That's nothing, I've heightfixed the foliage for IJ at least twice from scratchH-Haha I sure do love moving plants for an entire hour, to polish up the Industrial Jungle!
Nice. That is actually something I need to take a look at in Isla Sorna. To see that the script for the dinosaurs have those set.1: The dinosaurs all do not recognize each other AS dinosaurs so they act really silly, like they're having a dinosaur tea party or something. This issue is already fixed in my mod as I gave them all AI Type 2 on their physics boxes, they now actually eat each other.
I believe this can be done without boolean triggers. I've forgotten how I did it for JPDS~Plains, but boolean triggers states are not saved in save files, so if people save around that area, they can re-trigger those triggers!3: The 'second wave' is apparently usually has issues because it uses 'evaluate all'. But CE fixes this issue so it works just fine. But for compatibility reasons it would make more sense to convert it to boolean triggers so it doesn't require CE just in case.
I think that are some good changes you are aiming for. I haven't tweaked any of those stuff yet myself.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
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Last edited by ThatZenoGuy on Sat Aug 31, 2024 11:05 am, edited 1 time in total.
Re: Zeno's Fan Build 120 (The polish and gubbins patch!)
The way I think works best for saving a boolean value is to use repeating CLocationTriggers with an object inside of them which sets off the trigger. You use teleport actions to teleport your trigger object inside or outside of the trigger area - you're effectively creating a boolean value with that. When the object is inside of your trigger, the value is "true", and when it isn't, it's "false". You then use this repeating trigger in the Firing Condition with the EvaluateNow function enabled, which will force your trigger to check whether the boolean trigger is true or false when it activates. It takes a bit more work than it realistically should, but it works.ThatZenoGuy wrote: ↑Fri Aug 23, 2024 4:18 am Hmmm, boolean triggers aren't saved? That is...Upsetting to hear. XD
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